HitRed wrote:UNITY is a doorway to two very valuable +3 display territories. UNITY starts at 4 and auto decays -1, -2 per turn. Being valuable and inexpensive it will be taken quickly.

iancanton wrote:green-1 one-way attacks both display-1s, all reds, all yellows, all whites and all other greens.

there are two doorways, UNITY and green-1, that can attack the display-1s. from the initial position, u must kill 3 neutral troops to reach a display-1 via green-1. from the initial position, u must kill 7 neutral troops (reducing to 4 neutral troops in round 3 or 4) to reach a display-1 via UNITY.

what incentive is there to use UNITY instead of green-1, considering that the forces u leave on UNITY will decay by 1 or 2 troops each round?

HitRed wrote:UNITY is a doorway to two very valuable +3 display territories. UNITY starts at 4 and auto decays -1, -2 per turn. Being valuable and inexpensive it will be taken quickly.

iancanton wrote:green-1 one-way attacks both display-1s, all reds, all yellows, all whites and all other greens.

there are two doorways, UNITY and green-1, that can attack the display-1s.

Actually, there are more. green-1, ODD, UNITY, ALT-L and "=" all can attack the 1s in the display. This is explained in the chart to the right of the calculator and explained more in the game summery. The 1s can also be bombarded by ON/AC.

what incentive is there to use UNITY instead of green-1, considering that the forces u leave on UNITY will decay by 1 or 2 troops each round?

ian.

In the first few turns not much. Since green-1 is a direct assault into 2 display terr. without any decay it is highly likely it will be stacked with troops by its owner. If the stack is too powerful the other players will look for easier less costly alternatives to capture or bust bonus. Their choices are (UNITY, ODD, ALT-R, "=", or ON/AC) to achieve this goal.

Are you thinking the green-1 and green-5 (which both attack 2 display terr.) be worth more? Maybe 5? If so, then the green buttons that just attack one display button could be worth 4. The remaining green buttons (which are bonus only) just 3. I like that idea. Seems balanced and I want players to move around.

A few questions about the map :Why capturing all Pi is not a winning condition?Also the 1's are the most difficult to get I presume (more than 5 mostly because there is the Unity).Did you think about cancelling Unity?For the rest, everything seems really fair, and I'm waiting forward to see that map playable.Really good work.

Other question for me :Also it's possible (in terms of xml) to have a random decay, a random autodep??? Is it also possible to see a random reset neutral? (not on your map but I'm thinking about another one).

DJENRE wrote:A few questions about the map :Why capturing all Pi is not a winning condition? I thought capturing Pi and holding it for a turn to win was self-evident. "Can you capture Pi?" Then above the display the Pi symbol in black the same color as the display numbers. I will confer with the artist and make a decision.

Also the 1's are the most difficult to get I presume (more than 5 mostly because there is the Unity).Did you think about cancelling Unity? As far as I can tell my green and white button count is five for all the numbers except "." which is only 3. Removing Unity would remove balance. Please double check it.

For the rest, everything seems really fair, and I'm waiting forward to see that map playable.Really good work.

Other question for me :Also it's possible (in terms of xml) to have a random decay, a random autodep???Is it also possible to see a random reset neutral? (not on your map but I'm thinking about another one).

Full discloser, this is my first XML and so far mostly reading and looking at beta code on other maps. Random decay YES. Random auto deploy YES. Random reset neutral, unknown. Look up tranformations in the XML Guide. Interesting to read!

DJENRE wrote:Why capturing all Pi is not a winning condition? I thought capturing Pi and holding it for a turn to win was self-evident. "Can you capture Pi?" Then above the display the Pi symbol in black the same color as the display numbers. I will confer with the artist and make a decision.

Actually I thought the same, it's written so it should be a win condition. But even written I wasn't sure 100 % it was a rule. I presume most of the players will learn about it after only one game. Second option you write it down properly (tiny).

HitRed wrote:

DJENRE wrote:Also the 1's are the most difficult to get I presume (more than 5 mostly because there is the Unity).Did you think about cancelling Unity? As far as I can tell my green and white button count is five for all the numbers except "." which is only 3. Removing Unity would remove balance. Please double check it.

Ok, First of all, please know that I'm aware of your problem of 2 "1s" and 2 "5s" into your PI number. Can be unbalanced because of those pair numbers. I also see that you put 2 neutral for each Pi number reachable by a button.I see 4 groups of buttons :1/ ON / = / can attack all so it's not that important at the moment.2/ ALT L /ALT R attach each 6 so it's fair enough.3/ EVEN (n6) and ODD (n12) because Odd can attack more territs and also can attack both 1s and 5s (huge advantage actually).4/ PRIME / COMP / UNITY but the problem here is neutral go from 4 to 8. Pretty unbalanced.

Actually, once on green button, I need to kill only 9 neutrals to get 2 "1s" ok (bonus +6)But I need 13 for the "5s" (bonus+6) and at least 11 for the any other Pi number (and only one bonus +3)Also the "." need to pass throught 10+3 neutrals!! Pretty unfair.If I have to play, I gonna head the 1s for sure!!! It's the easier solution.But it's unbalanced.

What I would do if it was mine :1/ and 2/ don't change it.3/ keep it like that also but, to avoid the problem with your 5s and 1s into pi number, you should keep one of each with neutral 3 and the other with neutral 5 (or 6). So the problem with your unbalanced play into pi number is fine. You know I mean?4/ Here it's unbalanced like I said, you could do it more balanced and in the mean time give more access to "."COMP and UNITY can now reach "." then all Pi Number can be reachable by 5 buttons like you said. COMP is now N8, PRIME remain N8 and UNITY become N6, more balanced.I know COMP and UNITY are not ".", but it's the only solution I found to make it more balanced!

ALSO a little thing to change is ALT R (wrong Pi order). Actually it's 5 2 5 4 . and it should be . 4 5 2 5 You know I mean?

Also just a little thing about > mean attacks. I would have put ">>" or ">>>" or "=>" instead only ">" wich is a math sign. Maybe some players will think it's also to be found on the board.

We might put a very small "Hold Pi for a turn and win" in the bottom left corner. Again, we'll talk it over.

To determine the White Buttons value take the number of terr. it can attack X 2. Simple. The more value the more it's worth.Also, all the White Buttons random -1, -2 per round. So n4 Unity will quickly be n3 or n2 the first round. Same with the others. PRIME by round 3 will be between n2 and n5. If attacked it would open faster. If all 8 players attack the first round then the first turn! By the time a player can take two Pi spots AND BLOCK the green button the next White Button will be open or cards will be played. I want people to do what your doing. There are really endless GOOD ANSWERS. Should I go for the display? Should I go for easy random bonus 00, 0, 7, 8...? Should I not attack and stack? Should I follow DJENER and attack the 1s? They are all good strategies.

ALT-R, ALTERNATING NUMBERS FROM THE RIGHT, reads from the right. So 5, 2, 5, 4, "." is correct.

The use of ">" is pre-existing to my time on CC. The previous map maker used it without any explanation. Inferring, it was common knowledge at least in the Map Foundry. We have posted an explanation.